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9e5c4a7ed9
* Transfer medical AI to CBA setting * Neuter the old settings module I've left the entry in CfgVehicles so that it doesn't cause errors on older missions, but it's just a dumb logic now and does nothing. * Remove medic setting * Move increaseTraining setting * Move fnc_adjustPainlevel to medical_status * Move pain and bleed coefficients to medical_status * Move advanced bandages to medical_treatment * Move advanced medication to medical_treatment * Move advanced diagnose to medical_treatment * Move wound reopening and screams settings * Move damage threshold settings * Move showPain setting * Move statemachine settings * Move pain visualisation setting * Move all treatment usage settings * Move self IV setting * Move remaining settings * Sort treatment setting string categories
38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Ruthberg
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* Handle incapacitation due to damage and pain
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* nothing
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*
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* Public: No
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*/
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params ["_unit"];
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private _painLevel = GET_PAIN_PERCEIVED(_unit);
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private _bodyPartDamage = _unit getVariable [QEGVAR(medical,bodyPartDamage), [0,0,0,0,0,0]];
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_bodyPartDamage params ["_headDamage", "_bodyDamage", "_leftArmDamage", "_rightArmDamage", "_leftLegDamage", "_rightLegDamage"];
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// Exclude non penetrating body damage
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{
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_x params ["", "", "_bodyPartN", "_amountOf", "", "_damage"];
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if (_bodyPartN == 1 && {_damage < PENETRATION_THRESHOLD}) then {
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_bodyDamage = _bodyDamage - (_amountOf * _damage);
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};
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} forEach (_unit getVariable [QEGVAR(medical,openWounds), []]);
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private _damageThreshold = [
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EGVAR(medical,AIDamageThreshold),
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EGVAR(medical,playerDamageThreshold)
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] select (isPlayer _unit);
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if ((_headDamage > _damageThreshold / 2) || {_bodyDamage > _damageThreshold} || {(_painLevel >= PAIN_UNCONSCIOUS) && {random 1 < 0.1}}) then {
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[QEGVAR(medical,CriticalInjury), _unit] call CBA_fnc_localEvent;
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};
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